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Looking For Advice About Using Procedural Meshes In Unreal Engine

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1 comment, last by hplus0603 2 years, 7 months ago

Does anyone have any advice about when is a good time to use procedural meshes in Unreal Engine? So far I have only created simple procedural meshes and have been wondering about situations where it would be better to use a pre-made mesh instead of creating code that makes a mesh for me.

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If you can know ahead of time what the mesh will look like, you should probably pre-create the mesh, rather than calculate it at runtime.

When you have a runtime data stream that needs to influence the mesh shape, you can use the procedural mesh component, but it does have noticeable performance impact, not just for rendering, but especially for collision detection!

Btw, another option for “real time geometry” is to draw whatever you need to draw using something like a Niagara particle system. For some kinds of geometry, this can work great, and each particle can get real-time data to affect its trajectory/location. Doesn't work well for “hard geometry” though. But a particle doesn't have to move, and doesn't have to animate. You could generate a bush as a particle system, if you wanted.

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